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Items[]

Ammunition[]

Magazine[]

Provides the marine with 75 rounds / bullets. Can hold up to 20 stacks in a single inventory slot. This item also goes by the name of 'Ammo Clip' and 'Ammo Box', which are the same thing but are often found in different initial stack sizes.

Specialized Ammunition[]

Universal ammo for secondary weapons. Provides the marine with 4 grenades for the M1GL or under-barrel grenade launcher of the GAR-GL; 2 rockets for the LAW-57; or 8 shotgun shells for the SAR-58 and FAS-18 or the under-barrel shotgun of the GAR-MS. You can only hold 4 of these packs in a single inventory slot.

Automatically Used Items[]

Energy Battery[]

Provides 30 Experience, as well as a permanent +0.5% global bonus to weapon damage to the entire team. Gives 30 Energy to the marine who picks up the Energy Battery and 15 Energy to the rest of the team.

Weapon Upgrades[]

Weapon upgrades modify the base damage of the weapon, and sometimes provide other bonuses as well.

ACE-43 Upgrade[]

Increases the ACE-43's Auto damage by 8 and AC Mode damage by 30.

Arclite Upgrade[]

Increases the Arclite Hecate's damage by 5.

GAR Upgrade[]

Increases the Gauss Assault Rifle's damage by 12.

Minigun Upgrade[]

Increases the Minigun GMG-4's damage by 12.

SMG Upgrade[]

Increases the Submachine Gun's damage by 8.

Sniper Upgrade[]

Increases the Stinger 50's auto damage by 50 and rail damage by 25.

Strike-V Upgrade[]

Increases the Strike-V's minimum range damage by 10 and applies a 20% slow for 2 seconds to enemies hit by the Strike-V.

LAW Upgrade[]

LAW-57 Rockets and the Demolition's Rocket Launcher skill gain a Directional Primer Charge-style cone AoE for 25 meters centered on the initial blast, dealing 600 damage.

Usable Items[]

Medical Supplies[]

Antivenom[]

Targetable:
Cures all poison and venom ailments on targeted marine. Also grants immunity to poison for 90 seconds.
Cannot be used on marines who are not poisoned.

Maximum stack size of 5.

Fibrin Bandages[]

Self-Use:
Cures all bleed ailments on self and restores 100 health instantly.
Maximum stack size of 2.

Medkits[]

Targetable:
Restores 150 health over 15 seconds. Healing amount can be increased if used by a Medic with the First Aid Module component.
Does not stack with the Medic's Blood Gen-S ability, as the "buff" from the Medkit and that effect are treated as the same thing.
Maximum stack size of 5.

Medical Nanites[]

Targetable:
Cures all bleed and fracture ailments on targeted marine and restores 80 health instantly.
Maximum stack size of 2.

Stimulants[]

Passive:
Marine gains 3% increase movement speed and 2% increased attack speed per stack.
Self-Use:
Marine gains 25% increased movement speed and 15% increased attack speed.
Maximum stack size of 5.

Explosives[]

Chain Explosive[]

Deals 1300 Explosive damage in a modest area upon being detonated.
If the explosion sets off any other Chain Explosives, they will each gain a cumulative bonus of +20% to damage for each one in the radius.
Maximum stack size of 100.

Claymore[]

Deals 1700 Explosive damage in a small area upon being detonated. The area of effect can be increased if used by a Demolition with the proper suit components.
Detonates automatically when an enemy comes near the explosive, or when hit by another explosive. The Claymore requires some seconds to "set up" after being placed before it will become live and auto-detonate when enemies approach; you will hear an audible beeping noise and see a bright red vertical line over the mine to notify you of this. A live Claymore can still be disarmed if a marine possesses the right tools or training.
Maximum stack size of 48.

Satchel[]

Deals 1650 Explosive damage in a modest area upon being detonated.
Can be manually detonated with a double-tap of the "G" key (by default; only works if it was the last explosive you placed), or by clicking the detonator icon on the satchel and pressing "G".
Maximum stack size of 12.

Explosive Bunk[]

Deals 3500 Explosive damage in a large area upon being detonated.
Must be detonated by other explosives.
Maximum stack size of 8.

Incendiary Explosive[]

Deals 500 Fire damage in a modest area upon being detonated.
Creates a small patch of fire at the center of the explosive effect, which lasts for roughly 75 seconds and deals a respectable amount of fire damage per second.
Must be detonated by other explosives.
Maximum stack size of 24.

Plasma Explosive[]

Deals 3500 Energy damage in a modest area upon being detonated.
Slows enemies in the area of effect by 60% for 4 seconds.
Must be detonated by other explosives.
As this explosive deals Energy damage, it can stop most enemies from reviving.
Maximum stack size of 4(?).

Plasma Fire[]

Deals 500 Energy damage in a modest area upon being detonated.
Creates a patch of plasma at the center of the explosive effect, dealing heavy Energy damage to all targets passing through it.
Must be detonated by other explosives.
As this explosive deals Energy damage, it can stop most enemies from reviving.
Maximum stack size of 4.

Utility Items[]

Items that support players.

Flare Gun[]

Provides light and vision in the targeted area for 8 seconds upon being used, increasing accuracy.
Roughly 15 second cooldown.
Maximum stack size of 20.

Road Flares[]

Provides light and vision for one minute upon being placed, increasing accuracy.
Maximum stack size of 8.

Power Cell[]

Provides 70 energy to target marine.
Target marine's damage is converted to Energy damage for 90 seconds.
If used on a turret that was placed via an item, the turret becomes active. In all cases, turrets gain 1 Plasma Gun charge and have their damage permanently increased by 7.
If used on a Safety Zone Beacon, the beacon instantly gains +17% charge.
If used on an Elysium T3 Beacon, its individual scanning range in a circle around itself is increased.
Power Cells cannot be found in lockers. They can rarely be found by searching Rubble, on the ground as random spawns, from the item pods spawned by the Recon's Orbital Supplies ability, or by completing certain secondary missions.
Maximum stack size of 3.

Seismic Resonator M2[]

Upon placement, a Resonator will immediately force burrowed creatures within its radius to unburrow. Resonators deal 100 Energy damage to aboveground targets, and 1000 Seismic damage to underground targets upon being detonated. Detonation also forces burrowers to unburrow.
Resonators do not set off explosives and are not set off by explosives. However, they deal minor friendly fire damage to marines upon being detonated.
Placed resonators prevent enemies from reviving within 6 meters.
Maximum stack size of 5.

Disarm Tools[]

Allows the marine to disarm explosives, turrets, EMP bombs, and the Disarmed SHIVA. Doing so will consume a Disarm Tool.
Disarming explosives gives you that explosive as an item, while disarming a turret creates a Dismounted Turret. Disarming EMP bombs gives you 3 Power Cells. Disarming the Disarmed SHIVA gives you 1 Tac-Nuke SHIVA.
Maximum stack size of 4.

Elysium T3 Beacon[]

Places a T3 Sensor at target location.
T3 Sensors detect enemies in a 25 meter radius.
  • Each active Satellite increases this radius by 10 meters.
  • If the T3 Sensor is placed on high ground, the radius is increased by 15 meters.
  • The T3 Sensor may not be placed in buildings.
  • Individual T3 sensors can have their range increased by using a power cell on them.
Once three T3 Sensors are placed, they reveal all enemies within the triangle they form between each other.
T3 Sensors are indestructible.
T3 Sensors are not found in lockers. There are only 3 scattered around the map at random.
If all T3 Beacons are placed within 5m of each other, this will spawn the Tactical Defence secondary mission
Maximum stack size of 3.

Special Items[]

Tac-nuke SHIVA[]

Obtained from the Wave 9 mission, SHIVA or from the Disarm Nuke when a player uses a Disarm Device or the Demolition's Disarm skill on the Disarmed SHIVA object.
Current Information: (Needs confirmation and checking)
The SHIVA explosion radius is estimated to be 75 meters.
The SHIVA designating radius is estimated to be 40 meters.
The SHIVA's explosion delay is estimated to be 5 seconds.

Safety Beacon[]

Safety Beacons cannot be placed inside buildings, on high ground, or within 100 meters of another Safety Beacon.
Upon being placed, Safety Beacons create a red flare circle with an approximate 10 meter radius, indicating the safe zone where no artillery will land. Artillery will land in an estimated 50 meter radius around the Safety Beacon.
Safety Beacons initially come with a 5% charge and can charge up to 100%. The higher the charge on the Safety Beacon, the longer the bombardment will last and the better the items are that will be provided. The artillery will not land within the red flare circle.
Safety Beacons can only be activated by Officers and must have at least 10% charge to be activated. Upon being activated, the charge is reset to 0%, the artillery bombardment begins within a second, and players are energized for a short period of time.
Notable aspects:
  • Placing a Safety Zone next to a Radar Satellite installation will increase that Safety Zone's charge by +20%.
  • Apparently, Safety Beacons charge faster with marines inside of the red flare circle.
Drops: (Increases quantity at higher charge levels)
  • Ammunition
  • Chain Explosives
  • Plasma Explosives (At higher charge levels)
  • Stimulants (At higher charge levels)
  • Fibrin Bandages (At higher charge levels)
Maximum stack size of 3.

Artillery Targeting Device[]

Reward for completing the Artillery Control mission.
Can call down a potent Artillery Strike at targeted location. The barrage has a delay of 2 ~ 5 seconds before shelling occurs, and lasts for around 25 seconds.
Roughly 40 second cooldown.
Comes with 10 charges.

EVAC[]

Item found at the first mission location.
The EVAC item will activate the Evacuation 120 seconds after being used. The user has temporary VIP status and must be defended until Evacuation arrives. Should the user die, the Evacuation count-down will stop until the user is revived.

Legendary Items[]

These items only drop past Wave 13 in difficulties normal and above.

Nyx Vindicator Module[]

Every 10th bullet triggers a 400 damage plasma cannon attack on the marine's target which inflicts Energy damage.

Savage's Burners[]

Increases critical strike chance by 10%.
Increases damage by 20%
All bullets deal fire damage.

Tokugawa Overload System[]

40% reduced cooldown duration.
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